[OTTD] OpenGFX+ Airports

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Re: [OTTD] OpenGFX+ Airports

Post by kamnet » 12 Oct 2015 16:00

Alberth wrote:You shouldn't need to delete the current version, afaik a savegame always tries to find an exact match with the available newgrfs, and only moves to "compatible" newgrfs if the exact match fails.
Saving the game with the "compatible" NewGRF won't update it with the newer version?

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Re: [OTTD] OpenGFX+ Airports

Post by Eddi » 12 Oct 2015 17:08

if you set a hidden and known unsafe flag, ignored all the warnings, noticed something being wrong, and still overwrote your previously fine savegame, then you are beyond hope.
You might not exactly be interested in Ferion, but if you are, have fun :)

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Re: [OTTD] OpenGFX+ Airports

Post by te_lanus » 13 Oct 2015 03:38

Alberth wrote:You shouldn't need to delete the current version, afaik a savegame always tries to find an exact match with the available newgrfs, and only moves to "compatible" newgrfs if the exact match fails.
As we discussed it here in the Firs thread, there is a bug in the Path handling of tar files, thus it doesn't work. Tested it with Rev27408, and not fixed up to this rev. Created a Bug report here
Eddi wrote:if you set a hidden and known unsafe flag, ignored all the warnings, noticed something being wrong, and still overwrote your previously fine savegame, then you are beyond hope.
?(

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Re: [OTTD] OpenGFX+ Airports

Post by Pekkape » 05 Jul 2016 18:00

Hello and thanks for a nice newgrf.

I just wanted to add that the swedish translation is made and done for this project.

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Re: [OTTD] OpenGFX+ Airports

Post by kamnet » 17 Jun 2017 03:36

It's been six months since the last nightly was released, and nearly three years since 0.4.2 was published. Can we go ahead and move r6200 to stable 0.4.3 and publish it to BaNaNaS?

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Re: [OTTD] OpenGFX+ Airports - 0.5.0

Post by planetmaker » 01 Jan 2019 22:58

Long time ago... But yes, we can establish the current state of development as new release version.

Thank you for your patience. And especially thank you to all the industrious translators!
Translation updates were contributed (in no particular order) by telanus, juanjo, siu238X, Voyager1, Alberth, alfergen, foobar, OliTTD, alluke, Czeczki, UseYourIllusion, kevin, Snail, Supercheese, ciekma, George, SilverSurferZzZ, Phreeze and Pekkape01. Your work is very much appreciated! (I hope I didn't forget any name here when going through translation commits)

Now available from Bananas is OpenGFX+ Airports 0.5.0:

Code: Select all

Version 0.5.0 (01-01-2019)
--------------------------
- Feature: Vintage Air Depots and Air Stations suitable for early games with airships
- Feature: Vintage Commuter airport suitable for early games.
- Feature: Parameter to adjust displaying airport fences
- Feature: Small Seaplane Airport
- Feature: Skid mark generation on landing runways as more planes touch down on them
- Fix: Company Colors were one shade too light in Air Depot and Air Station previews
- Fix: Bump min_compatible_version
- Fix: [Makefile] Order of parameters for tar changed for newer versions.
                  dos2unix behaviour changed for newer versions
- Fix: [Makefile] Upload to bananas
- Update: Translations for Africaans, Chinese (simplified), Chinese (traditional),
          Croatian, Czech, Dutch, English (US), Finnish, French, German, Hungarian,
          Indonesian, Italian, Japnanese, Korean, Latin, Luxembourgish, Polish,
          Russian, Spanish, Swedish,
Osnaheim Transport, 3rd Apr 1971.png
Some of the airports in snowy climate
Osnaheim Transport, 3rd Apr 1971.png (306.94 KiB) Viewed 1904 times
Additional gameplay note: The water airport is more for fun and not meant for normal usage as no plane properties exist to distinguish it from a normal small airport of which it is just a version with different sprites. But there is at least one NewGRF with a water plane... so you can use it to mimic it when used with care. It must be build on ground nonetheless and cannot be built on water.

EDIT: oh, yes, I just notice NOW: the shipped changelog will quote the wrong year for the release :D

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Re: [OTTD] OpenGFX+ Airports

Post by kamnet » 02 Jan 2019 03:32

I am very happy to finally see this released to Bananas. Thank you!

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Re: [OTTD] OpenGFX+ Airports

Post by Emperor Jake » 02 Jan 2019 12:41

planetmaker wrote:Additional gameplay note: The water airport is more for fun and not meant for normal usage as no plane properties exist to distinguish it from a normal small airport of which it is just a version with different sprites. But there is at least one NewGRF with a water plane... so you can use it to mimic it when used with care. It must be build on ground nonetheless and cannot be built on water.
Of course you can use the water tile in the Seaplane Airport GRF to make it look seamless :wink:
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Re: [OTTD] OpenGFX+ Airports

Post by Pyoro » 02 Jan 2019 12:55

Could have used the EmptyGRF water tile for snowline compability. Who wouldn't put a lake airport on top of a snowy mountain lake? :mrgreen:
makessense.png
makessense.png (72.28 KiB) Viewed 1806 times
(of course technically the ice would probably just be snow so just have it replaced with a snow groundtile would make sense as well ^^; )

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Re: [OTTD] OpenGFX+ Airports

Post by planetmaker » 02 Jan 2019 14:03

Emperor Jake wrote:
planetmaker wrote:Additional gameplay note: The water airport is more for fun and not meant for normal usage as no plane properties exist to distinguish it from a normal small airport of which it is just a version with different sprites. But there is at least one NewGRF with a water plane... so you can use it to mimic it when used with care. It must be build on ground nonetheless and cannot be built on water.
Of course you can use the water tile in the Seaplane Airport GRF to make it look seamless :wink:
My usual work-around is to build canals all-around adjacent to the envisioned airport. And then bulldoze the enclosed area in order to build the airport

@Pyrno: yes, maybe - there currently is no ground tile selection for this one. Sadly I cannot have it built on water directly (in that case I'd simply re-use the ground tile) - as such I have to choose a ground tile explicitly.

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Re: [OTTD] OpenGFX+ Airports

Post by andythenorth » 02 Jan 2019 16:23

:bow:

Pretty much an essential grf this one.

Worth using just for removing the airport date restrictions.

But the extra vintage/grass airports are also great - I use them for airports handling FIRS supplies at farms and such :D

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Re: [OTTD] OpenGFX+ Airports

Post by wallyweb » 02 Jan 2019 16:36

planetmaker wrote:
Emperor Jake wrote:
planetmaker wrote:Additional gameplay note: The water airport is more for fun and not meant for normal usage as no plane properties exist to distinguish it from a normal small airport of which it is just a version with different sprites. But there is at least one NewGRF with a water plane... so you can use it to mimic it when used with care. It must be build on ground nonetheless and cannot be built on water.
Of course you can use the water tile in the Seaplane Airport GRF to make it look seamless :wink:
My usual work-around is to build canals all-around adjacent to the envisioned airport. And then bulldoze the enclosed area in order to build the airport

@Pyrno: yes, maybe - there currently is no ground tile selection for this one. Sadly I cannot have it built on water directly (in that case I'd simply re-use the ground tile) - as such I have to choose a ground tile explicitly.
Just curious ...
What happens if the over-water part of the airport sprites are done in transparent blue?

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Re: [OTTD] OpenGFX+ Airports

Post by planetmaker » 02 Jan 2019 16:41

wallyweb wrote: What happens if the over-water part of the airport sprites are done in transparent blue?
Not sure I understand the question..

The water is ground sprites. You need to use non-transparent ground sprites or you'll get graphics glitches of the worst kind as OpenTTD doesn't know what to draw and draws random content of graphics buffer. And as airports cannot be built on water, I cannot choose the ground sprite for the sea port from the tiletype either as I do for all other airports - here I need to force water manually

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Re: [OTTD] OpenGFX+ Airports

Post by GuilhermeJK » 02 Jan 2019 22:02

If you feel like using a small patch, there is the "Native seaplane airport". viewtopic.php?f=33&t=72959

I have used this patch it with NRT and worked. The patch forum thread also has an adapted Seaplane airport from OpenGFX+ Airports to work with the patch.

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Re: [OTTD] OpenGFX+ Airports

Post by Zoeff » 30 May 2019 21:00

Curious, what happened to the Airport Maintenance Costs multiplier option in this GRF's settings? I was using that to nerf larger airports :)

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Re: [OTTD] OpenGFX+ Airports

Post by Cryolaser » 08 Jun 2019 03:19

Zoeff wrote:Curious, what happened to the Airport Maintenance Costs multiplier option in this GRF's settings? I was using that to nerf larger airports :)
It's still present as the 4th option for me. Version 0.5.0.

There is a GRF in the ingame online content menu simply called BaseCosts that can also offer control over this.

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Re: [OTTD] OpenGFX+ Airports

Post by Zoeff » 08 Jun 2019 11:46

Cryolaser wrote:
Zoeff wrote:Curious, what happened to the Airport Maintenance Costs multiplier option in this GRF's settings? I was using that to nerf larger airports :)
It's still present as the 4th option for me. Version 0.5.0.

There is a GRF in the ingame online content menu simply called BaseCosts that can also offer control over this.
There's only 3 options after upgrading to 0.5.0 :(

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Re: [OTTD] OpenGFX+ Airports

Post by piratescooby » 08 Jun 2019 16:33

Def there in 0.5.0 , as said earlier Base cost mod does the same .
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